Microsoft Education unveils new Windows 10 devices starting at $189, Office 365 tools for personalized learning, and curricula to ignite a passion for STEM — from blogs.windows.com by Yusuf Mehdi

Excerpt:

This week at Bett, we’ll show new Windows 10 and Windows 10 S devices from Lenovo and JP, starting at just $189, providing more options for schools who don’t want to compromise on Chromebooks. We’ll add new capabilities to our free Office 365 for Education software, enabling any student to write a paper using only their voice and making it easier to access Teams via mobile devices. And we’re making STEM learning fun with a new Chemistry update to Minecraft: Education Edition and new mixed reality and video curricula from partners like BBC Worldwide Learning, LEGO®* Education, PBS, NASA, and Pearson.

 

 

 


Starting in February, we will introduce dictation in Office 365
to help students write more easily by using their voice.

 

 

In regards to mixed reality for immersive learning:

  • Pearson – the world’s largest education company – will begin rolling out in March curriculum that will work on both HoloLens and Windows Mixed Reality immersive VR headsets. These six new applications will deliver seamless experiences across devices and further illustrate the value of immersive educational experiences.
  • We are expanding our mixed media reality curriculum offerings through a new partnership with WGBH’s Bringing the Universe to America’s Classrooms project****, for distribution nationally on PBS LearningMedia™. This effort brings cutting-edge Earth and Space Science content into classrooms through digital learning resources that increase student engagement with science phenomena and practices.
  • To keep up with growing demand for HoloLens in the classroom we are committed to providing affordable solutions. Starting on January 22, we are making available a limited-time academic pricing offer for HoloLens. To take advantage of the limited-time academic pricing offer, please visit, hololens.com/edupromo.

 

 

 

 

The next era of human|machine partnerships
From delltechnologies.com by the Institute for the Future and Dell Technologies

 


From DSC:
Though this outlook report paints a rosier picture than I think we will actually encounter, there are several interesting perspectives in this report. We need to be peering out into the future to see which trends and scenarios are most likely to occur…then plan accordingly. With that in mind, I’ve captured a few of the thoughts below.


 

At its inception, very few people anticipated the pace at which the internet would spread across the world, or the impact it would have in remaking business and culture. And yet, as journalist Oliver Burkeman wrote in 2009, “Without most of us quite noticing when it happened, the web went from being a strange new curiosity to a background condition of everyday life.”1

 

In Dell’s Digital Transformation Index study, with 4,000 senior decision makers across the world, 45% say they are concerned about becoming obsolete in just 3-5 years, nearly half don’t know what their industry will look like in just three years’ time, and 73% believe they need to be more ‘digital’ to succeed in the future.

With this in mind, we set out with 20 experts to explore how various social and technological drivers will influence the next decade and, specifically, how emerging technologies will recast our society and the way we conduct business by the year 2030. As a result, this outlook report concludes that, over the next decade, emerging technologies will underpin the formation of new human-machine partnerships that make the most of their respective complementary strengths. These partnerships will enhance daily activities around the coordination of resources and in-the-moment learning, which will reset expectations for work and require corporate structures to adapt to the expanding capabilities of human-machine teams.


For the purpose of this study, IFTF explored the impact that Robotics, Artificial Intelligence (AI) and Machine Learning, Virtual Reality (VR) and Augmented Reality (AR), and Cloud Computing, will have on society by 2030. These technologies, enabled by significant advances in software, will underpin the formation of new human-machine partnerships.

On-demand access to AR learning resources will reset expectations and practices around workplace training and retraining, and real-time decision-making will be bolstered by easy access to information flows. VR-enabled simulation will immerse people in alternative scenarios, increasing empathy for others and preparation for future situations. It will empower the internet of experience by blending physical and virtual worlds.

 

Already, the number of digital platforms that are being used to orchestrate either physical or human resources has surpassed 1,800.9 They are not only connecting people in need of a ride with drivers, or vacationers with a place to stay, but job searchers with work, and vulnerable populations with critical services. The popularity of the services they offer is introducing society to the capabilities of coordinating technologies and resetting expectations about the ownership of fixed assets.

 

Human-machine partnerships won’t spell the end of human jobs, but work will be vastly different.

The U.S. Bureau of Labor Statistics says that today’s learners will have 8 to 10 jobs by the time they are 38. Many of them will join the workforce of freelancers. Already 50 million strong, freelancers are projected to make up 50% of the workforce in the United States by 2020.12 Most freelancers will not be able to rely on traditional HR departments, onboarding processes, and many of the other affordances of institutional work.

 

By 2030, in-the-moment learning will become the modus operandi, and the ability to gain new knowledge will be valued higher than the knowledge people already have.

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

From DSC:
Interesting, relevant work — something to put on the radar for sure.


 

MU online curriculum helps children with autism develop better social skills  — from munews.missouri.edu
Research-backed program will be available to millions of families and educators worldwide

Excerpt:

COLUMBIA, Mo. – One in 68 children in the United States has some form of Autism Spectrum Disorder, which impairs a child’s ability to communicate and interact with peers. Because of the social challenges these children face, many efforts are being made to find new ways to help children with autism develop their social skills. iSocial, a classroom curriculum designed by University of Missouri researchers to help children with Autism Spectrum Disorder cultivate better social skills, has been licensed by Nascent Stage Development LLC to develop the program into an expansive, online virtual world. Nascent will contract with other online educational companies to make the lessons available to millions of families and educators worldwide.

iSocial helps children with autism develop better social skills by leading them through a guided lesson plan that incorporates evidence-based strategies. In the virtual world, children, parents and teachers will be able to collaborate and interact using personal avatars. Janine Stichter, professor of special education and the author of the iSocial curriculum in the MU College of Education, collaborated with Jim Laffey, professor emeritus in the College of Education, to develop the initial online platform. Stichter said a digital platform enhances the ability to reach more students.

 

Per Cailin Riley, Convergence Media Manager:
Nascent will start selling the paper version of iSocial immediately,
but the virtual world will start development in March.

 

 

TV is (finally) an app: The goods, the bads and the uglies for learning — from thejournal.com by Cathie Norris, Elliot Soloway

Excerpts:

Television. TV. There’s an app for that. Finally! TV — that is, live shows such as the news, specials, documentaries (and reality shows, if you must) — is now just like Candy Crunch and Facebook. TV apps (e.g., DirecTV Now) are available on all devices — smartphones, tablets, laptops, Chromebooks. Accessing streams upon streams of videos is, literally, now just a tap away.

Plain and simple: readily accessible video can be a really valuable resource for learners and learning.

Not everything that needs to be learned is on video. Instruction will need to balance the use of video with the use of printed materials. That balance, of course, needs to take in cost and accessibility.

Now for the 800 pound gorilla in the room: Of course, that TV app could be a huge distraction in the classroom. The TV app has just piled yet another classroom management challenge onto a teacher’s back.

That said, it is early days for TV as an app. For example, HD (High Definition) TV demands high bandwidth — and we can experience stuttering/skipping at times. But, when 5G comes around in 2020, just two years from now, POOF, that stuttering/skipping will disappear. “5G will be as much as 1,000 times faster than 4G.”  Yes, POOF!

 

From DSC:
Learning via apps is here to stay. “TV” as apps is here to stay. But what’s being described here is but one piece of the learning ecosystem that will be built over the next 5-15 years and will likely be revolutionary in its global impact on how people learn and grow. There will be opportunities for social-based learning, project-based learning, and more — with digital video being a component of the ecosystem, but is and will be insufficient to completely move someone through all of the levels of Bloom’s Taxonomy.

I will continue to track this developing learning ecosystem, but voice-driven personal assistants are already here. Algorithm-based recommendations are already here. Real-time language translation is already here.  The convergence of the telephone/computer/television continues to move forward.  AI-based bots will only get better in the future. Tapping into streams of up-to-date content will continue to move forward. Blockchain will likely bring us into the age of cloud-based learner profiles. And on and on it goes.

We’ll still need teachers, professors, and trainers. But this vision WILL occur. It IS where things are heading. It’s only a matter of time.

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

 

 

Workplace learning trends 2018 — from elearninglearning.com

Excerpt:

The beginning of a year is a great time to take stock of the year gone by and plan for the year ahead. In this blog post, we will have a quick glimpse of what we believe would be some of the key trends in workplace learning this year.

 

 

 

 

Also see:

Learning Experience Design Trends For 2018 — from elearninglearning.com. & theelearningcoach.com by
8 Ways Things are Changing for Practitioners

Here are the trends I’ve been seeing, reading and hearing about.

  1. Integrating Learning with Work
  2. From Instructional Designer to Learning Experience Designer
  3. ADDIE Who?
  4. Embracing Design Thinking
  5. Increased Awareness of Universal Design
  6. Working Out Loud Circles
  7. Seeing the Value in Metrics
  8. Openness to All Types of Learning Experiences

 

 

 

3 ways augmented reality will find its way into your life in 2018 and beyond — from entrepreneur.com by Han-Gwon Lung
Up to 40 percent of nurses miss the patient’s vein on their first attempt at taking blood. That’s changing, because of augmented reality.

Excerpt:

  1. A pair of glasses you can’t live without
  2. More immersive (and personalized) marketing
  3. Less guesswork in health care

 

 

 

The race for AR glasses starts now — from wired.com by Steven Levy

Excerpt:

Though the Next Big Thing won’t appear for a while, we know pretty much what it will look like: a lightweight, always-on wearable that obliterates the divide between the stuff we see on screens and the stuff we see when we look up from our screens.

Not every company working on post-reality glasses shares an identical vision; some have differing views of how immersive it should be. But all have quietly adopted the implicit assumption that a persistent, wearable artificial reality is the next big thing. The pressure of the competition has forced them to begin releasing interim products, now.

 

 

And he added that “these glasses will offer AR, VR, and everything in between, and we’ll wear them all day and we’ll use them in every aspect of our lives.”

 

 

 

Meet the scientists immortalizing African heritage in virtual reality — from by Chris Giles

Excerpt:

Concerned with the decay of African heritage sites, The Zamani Project, based at the University of Cape Town, South Africa, is seeking to immortalize historic spots in three-dimensional, virtual reality-ready models.

Professor Heinz Ruther steers the project. He ventures up and down the continent — visiting Ghana, Tanzania, Mali, Ethiopia, Kenya and elsewhere — recording in remarkable detail the structure and condition of tombs, churches and other buildings.

“I’ve seen how sites are deteriorating visibly,” Ruther told CNN.

The project’s aim is to build a database of complex, lifelike 3-D models. Presently, they’ve mapped around 16 sites including Lalibela in Ethiopia, Timbuktu in Mali and Kilwa in Tanzania.

 

 

 

4 augmented and virtual reality projects that point to the future of education — from edsurge.com by Justin Hendrix

Excerpt:

Education has been a recurring theme throughout the many programs of the NYC Media Lab, a public-private partnership where I serve as an Executive Director. How will virtual and augmented reality change the classroom? How can teachers use immersive media to educate citizens and keep our communities vibrant? In what ways can enterprises leverage innovation to better train employees and streamline workflows?

These are just a few of the top-of-mind questions that NYC Media Lab’s consortium is thinking about as we enter the next wave of media transformation.

Researchers and professionals at work across the VR/AR community in New York City are excited for what comes next. At NYC Media Lab’s recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.

NYC Media Lab merges engineering and design research happening at the city’s universities with resources and opportunities from the media and technology industry—to produce new prototypes, launch new companies and advocate for the latest thinking.

In the past year, the Lab has completed dozens of rapid prototyping projects; exhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.

 

 

4 virtual reality desktops for Vive, Rift, and Windows VR compared — from roadtovr.com by Dominic Brennan

Excerpt:

While it’s all too easy to lose ourselves in the countless VR worlds at our fingertips, sometimes we just need to access the desktop and get things done in Windows. Thanks to a few innovative apps, this is possible without removing your headset.

 

 

 

Inmates use VR to prepare for life on the outside — from vrscout.com by Kyle Melnick
A new early-release program in Colorado helps prisoners convicted as teenagers adjust to the world they missed 20-plus years ago.

Excerpt:

The three year program encompasses a variety of beneficial training and invaluable mentorship, but the most popular aspect by far, at least for the first six inmates enrolled, has been the interactive VR element developed by NSENA CEO Ethan Moeller.

By introducing inmates to VR technology, Moeller and Colorado correctional facilities hope to expose inmates to the significant changes made in society over the past 20 years, as well as the new technology being developed. Prisoners are first given Samsung Gear VR headsets to enjoy a selection of spectator experiences such as running with wild elephants and sitting in the cockpit of a Blue Angel fighter jet. They’re also exposed to more informative experiences such as dealing with conflict and handling self-checkout at the grocery store.

After being eased into the immersive technology with casual 360-videos, the selected convicts are then given access to more interactive applications via an HTC Vive. Moeller has designed an eclectic catalogue of instructional VR applications that educate users in everything from bagging groceries and using a debit card, to doing laundry and de escalating potentially violent confrontations. The idea is to prepare these soon-to-be released prisoners with the necessary life skills they missed while incarcerated as teenagers.

 

 

 

 

 

The Best Augmented Reality of 2017  — from next.reality.news by Tommy Palladino

Excerpt:

The augmented reality industry made great strides in 2017, but its apex is not even in sight.

In terms of software, augmented reality is approaching meaningful mainstream awareness, thanks mostly to Apple and ARKit. Meanwhile, on the hardware side, AR is very much in its infancy, with headsets mostly limited to enterprise customers or developer kits and the majority of smartphones lacking the sensors necessary to achieve much more than parlor tricks.

We now have enough specimens of AR software and hardware to compile a roster of the best efforts of the industry. Rest assured, we expect every item listed herein to be surpassed in 2018 either by their next iterations or new entries.

 

 

4 Technology Trends That Will Transform Our World in 2018 — from linkedin.com by Jay Samit

Excerpt:

3. Augmented reality goes mainstream
Before smartphones existed 10 years ago, most people would consider spending five hours daily staring at your phone as crazy. In 2018, the bent-neck trend will start to reverse itself.

The mobile game Pokémon Go has unleashed a billion-dollar demand for augmented reality entertainment, and major brands are taking notice. Thanks to the introduction of affordable augmented reality glasses, our phones will remain in our pockets and Heads Up Displays (HUD) will improve how we work, shop, and play.

HUDs, best known today as the instrument gauges that fighter pilots monitor on their visors or windshields, will become a standard in consumer eyeglasses. Imagine walking down the street in a foreign country, for example, and having all of the store signs instantly translated into English thanks to your trendy sunglasses.

AR will customize in-store experiences with mannequins that match your body type and display enough virtual inventory to rival any online site. Merchants will create AR experiences with their packaging so that demonstration videos can appear when you look at the product on the shelf or celebrity spokespeople can magically stand in the aisle to pitch the product. Virtual pop-up stores can be built to appear anywhere that crowds are gathered (in a stadium, a busy street corner, or even inside a subway). These non-brick and mortar retail locations will bring new opportunities for merchants to create engaging shopping experiences anywhere with accessible bandwidth.

Li-Fi, a new light-base wireless connection with data speeds 100 times that of Wi-Fi, will bring high-definition virtual objects into stores. With Li-Fi and AR, consumers can see limitless virtual inventory in store, at scale.

With just a wave of your hand, a car salesperson can change the model, color, and customized features of the car “sitting” on the dealership’s showroom floor. Combining real and virtual objects can enhance experiences for all out-of-home activities. Sports stadiums will be brought into the 21st century with personalized HUDs of players on the field. Imagine watching a live football game in the stadium and seeing personalized stats floating above the fantasy sports players you follow. When watching sports from home, AR has the potential to bring the excitement of life-size boxing matches into your living room. The real promise of AR is to bring people the information they need without having to ask for it.

For many, 2018 will be the start of living an augmented life.

 

 

The Next Trillion Dollar Industry? Augmented Reality with Tai Lopez & Jay Samit — from arnews.tv

 

 

Augmented Reality in 2017 — The Winners, Losers & Best Bets on 2018 — from next.reality.news by Adario Strange

Excerpt (emphasis DSC):

Smartphones vs. Glasses vs. The Future
On the upside, it’s clear that investors are still bullish about AR, particularly in contrast to VR. That’s likely because they understand something that’s fairly obvious once you spend a decent amount of time analyzing both sectors: VR, as we know it today, is best suited as an escape experience (including interactive entertainment, passive consumption of visuals, and virtual meetings) in a stationary location. On the other hand, AR is limitless in its reach as a mobile-friendly tool for interfacing with the real world through our smartphones and tablets.

Those real-world AR interactions will begin to include everything from banking transactions, to driving and walking assistance (actually, some of this is already happening). Soon, AR will provide real-time language translations with subtitles floating over someone’s head like captions during a foreign movie, but in the real world.

 

 

 

 

 

 

 

 

 

Top 10 Technology Trends for 2018: IEEE Computer Society Predicts the Future of Tech — from computer.org

Excerpts:

The top 10 technology trends predicted to reach adoption in 2018 are:

  1. Deep learning (DL)
  2. Digital currencies.
  3. Blockchain.
  4. Industrial IoT.
  5. Robotics.
  6. Assisted transportation.
  7. Assisted reality and virtual reality (AR/VR).
  8. Ethics, laws, and policies for privacy, security, and liability.
  9. Accelerators and 3D.
  10. Cybersecurity and AI.

Existing Technologies: We did not include the following technologies in our top 10 list as we assume that they have already experienced broad adoption:

A. Data science
B. “Cloudification”
C. Smart cities
D. Sustainability
E. IoT/edge computing

 

 

 


Also relevant/see:


 

 

 

DC: The next generation learning platform will likely offer us such virtual reality-enabled learning experiences such as this “flight simulator for teachers.”

Virtual reality simulates classroom environment for aspiring teachers — from phys.org by Charles Anzalone, University at Buffalo

Excerpt (emphasis DSC):

Two University at Buffalo education researchers have teamed up to create an interactive classroom environment in which state-of-the-art virtual reality simulates difficult student behavior, a training method its designers compare to a “flight simulator for teachers.”

The new program, already earning endorsements from teachers and administrators in an inner-city Buffalo school, ties into State University of New York Chancellor Nancy L. Zimpher’s call for innovative teaching experiences and “immersive” clinical experiences and teacher preparation.

The training simulator Lamb compared to a teacher flight simulator uses an emerging computer technology known as virtual reality. Becoming more popular and accessible commercially, virtual reality immerses the subject in what Lamb calls “three-dimensional environments in such a way where that environment is continuous around them.” An important characteristic of the best virtual reality environments is a convincing and powerful representation of the imaginary setting.

 

Also related/see:

 

  • TeachLive.org
    TLE TeachLivE™ is a mixed-reality classroom with simulated students that provides teachers the opportunity to develop their pedagogical practice in a safe environment that doesn’t place real students at risk.  This lab is currently the only one in the country using a mixed reality environment to prepare or retrain pre-service and in-service teachers. The use of TLE TeachLivE™ Lab has also been instrumental in developing transition skills for students with significant disabilities, providing immediate feedback through bug-in-ear technology to pre-service teachers, developing discrete trial skills in pre-service and in-service teachers, and preparing teachers in the use of STEM-related instructional strategies.

 

 

 

 

 

This start-up uses virtual reality to get your kids excited about learning chemistry — from Lora Kolodny and Erin Black

  • MEL Science raised $2.2 million in venture funding to bring virtual reality chemistry lessons to schools in the U.S.
  • Eighty-two percent of science teachers surveyed in the U.S. believe virtual reality content can help their students master their subjects.

 

This start-up uses virtual reality to get your kids excited about learning chemistry from CNBC.

 

 


From DSC:
It will be interesting to see all the “places” we will be able to go and interact within — all from the comfort of our living rooms! Next generation simulators should be something else for teaching/learning & training-related purposes!!!

The next gen learning platform will likely offer such virtual reality-enabled learning experiences, along with voice recognition/translation services and a slew of other technologies — such as AI, blockchain*, chatbots, data mining/analytics, web-based learner profiles, an online-based marketplace supported by the work of learning-based free agents, and others — running in the background. All of these elements will work to offer us personalized, up-to-date learning experiences — helping each of us stay relevant in the marketplace as well as simply enabling us to enjoy learning about new things.

But the potentially disruptive piece of all of this is that this next generation learning platform could create an Amazon.com of what we now refer to as “higher education.”  It could just as easily serve as a platform for offering learning experiences for learners in K-12 as well as the corporate learning & development space.

 

I’m tracking these developments at:
http://danielschristian.com/thelivingclassroom/

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 


*  Also see:


Blockchain, Bitcoin and the Tokenization of Learning — from edsurge.com by Sydney Johnson

Excerpt:

In 2014, Kings College in New York became the first university in the U.S. to accept Bitcoin for tuition payments, a move that seemed more of a PR stunt than the start of some new movement. Much has changed since then, including the value of Bitcoin itself, which skyrocketed to more than $19,000 earlier this month, catapulting cryptocurrencies into the mainstream.

A handful of other universities (and even preschools) now accept Bitcoin for tuition, but that’s hardly the extent of how blockchains and tokens are weaving their way into education: Educators and edtech entrepreneurs are now testing out everything from issuing degrees on the blockchain to paying people in cryptocurrency for their teaching.

 

 

 

 

Cisco:
“Utilize virtual showrooms | See stores in your living room.”

DC:
If this is how retail could go, what might be the ramifications for learning-related environments & for learners’ expectations?

See Cisco’s whitepaper and the vision that I’m tracking along these lines.

 

Utilize virtual showrooms|See stores in your living room.

 

From DSC:
Looking at the trends below, again I wonder…how might learners’ expectations be impacted by these developments on the landscapes?

 

Customer Experience in 2020 according to Cisco

 

 


Also see:


 

The Living [Class] Room -- by Daniel Christian

 

 

 


The 10 Most Exciting Digital Health Stories of 2017
 — from medicalfuturist.com by  Dr. Bertalan Mesko
Gene-edited human embryo. Self-driving trucks. Practical quantum computers. 2017 has been an exciting year for science, technology – and digital health! It’s that time of the year again when it’s worth looking back at the past months; and list the inventions, methods and milestone events in healthcare to get a clearer picture what will shape medicine for the years to come.

Excerpt:

Medical chatbots and health assistants on the rise
Chatbots, A.I. supported messaging apps or voice controlled bots are forecasted to replace simple messaging apps soon. In healthcare, they could help solve easily diagnosable health concerns or support patient management, e.g. general organizational issues. In the last months, several signs have pointed to the direction that a more widespread use is forthcoming.

Ada Health has been the fastest growing medical app in Europe in 2017. Over 1.5 million people already tried the health companion app, which is able to assess the user’s health based on the indicated symptoms using its vast, A.I.-based database. The UK’s National Health Service (NHS) started to use a chatbot app for dispensing medical advice for a trial period in 2017, with the aim of reducing the burden on its 111 non-emergency helplines. The NHS is developing the app with Babylon Health, one of the new breed of paid, doctor-on-demand services. Although the initial results how patients utilize the new resource show somewhat mixed achievements, I believe, this is the way to go in the future.

 

 

eLearning: Predictions for 2018 — from news.elearninginside.com by Cait Etherington

Excerpts:

The educational technology sector grew substantially in 2017 and all signs point to even greater growth in 2018. Over the past year, the sector was buoyed by several key factors, including a growing recognition that as big data restructures work at an unprecedented pace, there is an urgent need to rethink how education is delivered. In fact, there is now growing evidence that colleges and universities, especially if they continue to operate as they have in the past, will simply not be able to produce the workers needed to fill tomorrow’s jobs. Ed tech, with its capacity to make education more affordable, flexible, and relevant, is increasingly being embraced as the answer to the Fourth Industrial Revolution’s growing talent pipeline challenges.

  • K-12 virtual schools will become a preferred choice
  • Voice-activation will transform the Learning Management System (LMS) sector
  • Data will drive learning
  • Higher ed will increase online course and program offerings

 


 

12 tech trends that will define 2018 — from businessinsider.com by Chris Weller

Excerpts:

No one can predict how the future will shake out, but we can make some educated guesses.

Global design and strategy firm frog has shared with Business Insider its forecasts for the technologies that will define the upcoming year. Last year, the firm correctly predicted that buildings would harness the power of nature and that businesses would continue using artificially-intelligent bots to run efficiently.

Get ready to step into the future.

  • Artificial intelligence will inspire how products are designed
  • Other companies will join Google in the ‘Algorithm Hall of Fame’
  • Virtual and augmented reality will become communal experiences
  • Democracy will cozy up to the blockchain
  • Augmented reality will invite questions about intellectual property
  • Consumer tech will feel even friendlier
  • Tech will become inclusive for all
  • Anonymous data will make life smarter but still private
  • Ultra-tiny robots will replace medicine for certain patients
  • The way we get around will fundamentally transform
  • Businesses will use data and machine learning to cater to customers
  • Social media will take on more corporate responsibility

 

 

 


 

 

 

The Beatriz Lab - A Journey through Alzheimer's Disease

This three-part lab can be experienced all at once or separately. At the beginning of each part, Beatriz’s brain acts as an omniscient narrator, helping learners understand how changes to the brain affect daily life and interactions.

Pre and post assessments, along with a facilitation guide, allow learners and instructors to see progression towards outcomes that are addressed through the story and content in the three parts, including:

1) increased knowledge of Alzheimer’s disease and the brain
2) enhanced confidence to care for people with Alzheimer’s disease
3) improvement in care practice

Why a lab about Alzheimer’s Disease?
The Beatriz Lab is very important to us at Embodied Labs. It is the experience that inspired the start of our company. We believe VR is more than a way to evoke feelings of empathy; rather, it is a powerful behavior change tool. By taking the perspective of Beatriz, healthcare professionals and trainees are empowered to better care for people with Alzheimer’s disease, leading to more effective care practices and better quality of life. Through embodying Beatriz, you will gain insight into life with Alzheimer’s and be able to better connect with and care for your loved ones, patients, clients, or others in this communities who live with the disease every day. In our embodied VR experience, we hope to portray both the difficult and joyful moments — the disease surely is a mix of both.

Watch our new promo video to learn more!

 

 

As part of the experience, you will take a 360 degree trip into Beatriz’s brain,
and visit a neuron “forest” that is being affected by amyloid beta plaques and tau proteins.

 

From DSC:
I love the work that Carrie Shaw and @embodiedLabs are doing! Thanks Carrie & Company!

 

 

 

Top 7 Business Collaboration Conference Apps in Virtual Reality (VR) — from vudream.com by Ved Pitre

Excerpt (emphasis DSC):

As VR continues to grow and improve, the experiences will feel more real. But for now, here are the best business conference applications in virtual reality.

 

 

 

Final Cut Pro X Arrives With 360 VR Video Editing — from vrscount.com by Jonathan Nafarrete

Excerpt:

A sign of how Apple is supporting VR in parts of its ecosystem, Final Cut Pro X (along with Motion and Compressor), now has a complete toolset that lets you import, edit, and deliver 360° video in both monoscopic and stereoscopic formats.

Final Cut Pro X 10.4 comes with a handful of slick new features that we tested, such as advanced color grading and support for High Dynamic Range (HDR) workflows. All useful features for creators, not just VR editors, especially since Final Cut Pro is used so heavily in industries like video editing and production. But up until today, VR post-production options have been minimal, with no support from major VR headsets. We’ve had options with Adobe Premiere plus plugins, but not everyone wants to be pigeon-holed into a single software option. And Final Cut Pro X runs butter smooth on the new iMac, so there’s that.

Now with the ability to create immersive 360° films right in Final Cut Pro, an entirely new group of creators have the ability to dive into the world of 360 VR video. Its simple and intuitive, something we expect from an Apple product. The 360 VR toolset just works.

 

 

 

See Original, Exclusive Star Wars Artwork in VR — from vrscount.com by Alice Bonasio

 

Excerpt:

HWAM’s first exhibition is a unique collection of Star Wars production pieces, including the very first drawings made for the film franchise and never-before-seen production art from the original trilogy by Lucasfilm alum Joe Johnston, Ralph McQuarrie, Phil Tippett, Drew Struzan, Colin Cantwell, and more.

 

 

 

Learning a language in VR is less embarrassing than IRL — from qz.com by Alice Bonasio

Excerpt:

Will virtual reality help you learn a language more quickly? Or will it simply replace your memory?

VR is the ultimate medium for delivering what is known as “experiential learning.” This education theory is based on the idea that we learn and remember things much better when doing something ourselves than by merely watching someone else do it or being told about it.

The immersive nature of VR means users remember content they interact with in virtual scenarios much more vividly than with any other medium. (According to experiments carried out by professor Ann Schlosser at the University of Washington, VR even has the capacity to prompt the development of false memories.)

 

 

Since immersion is a key factor in helping students not only learn much faster but also retain what they learn for longer, these powers can be harnessed in teaching and training—and there is also research that indicates that VR is an ideal tool for learning a language.

 

 


Addendum on 12/20/17:

 


 

 

 

From DSC:
After reviewing the article below, I wondered...if we need to interact with content to learn it…how might mixed reality allow for new ways of interacting with such content? This is especially intriguing when we interact with that content with others as well (i.e., social learning).

Perhaps Mixed Reality (MR) will bring forth a major expansion of how we look at “blended learning” and “hybrid learning.”

 


Mixed Reality Will Transform Perceptions — from forbes.com by Alexandro Pando


Excerpts (emphasis DSC):

Changing How We Perceive The World One Industry At A Time
Part of the reason mixed reality has garnered this momentum within such short span of time is that it promises to revolutionize how we perceive the world without necessarily altering our natural perspective. While VR/AR invites you into their somewhat complex worlds, mixed reality analyzes the surrounding real-world environment before projecting an enhanced and interactive overlay. It essentially “mixes” our reality with a digitally generated graphical information.

All this, however, pales in comparison to the impact of mixed reality on the storytelling process. While present technologies deliver content in a one-directional manner, from storyteller to audience, mixed reality allows for delivery of content, then interaction between content, creator and other users. This mechanism cultivates a fertile ground for increased contact between all participating entities, ergo fostering the creation of shared experiences. Mixed reality also reinvents the storytelling process. By merging the storyline with reality, viewers are presented with a wholesome experience that’s perpetually indistinguishable from real life.

 

Mixed reality is without a doubt going to play a major role in shaping our realities in the near future, not just because of its numerous use cases but also because it is the flag bearer of all virtualized technologies. It combines VR, AR and other relevant technologies to deliver a potent cocktail of digital excellence.

 


 

 

 
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